Anomalies: arty code + missing task pointer

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GoodGuy
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Anomalies: arty code + missing task pointer

Post by GoodGuy »

[:@]
Damn, session timed out and everything I typed didn't get posted, and I don't feel like typing the huge post again.....grrrr.. I forgot to copy the text this time *GG slaps himself*

The short version:

1)Something seems to interfere with the arty code, as artys seem to "deny" conducting a bombard order correctly, on many occasions. It feels like the arty is avoiding "unreachable locations" and clusters of several types of terrain/layers, a behaviour where they wouldn't fire at the selected location, at least.

Artys can't shoot at rivers (I generalize here, as I don't feel like re-typing the entire story here), they might not shoot at some bridges, they don't shoot at woods on many occasions (or all the way? well, I don't have time to recreate every incident, atm).
This isn't realistic, and it looks like a bug to me.
I'd love to know whether it's just me having these issues, as I didn't see anyone posting stuff about a similar experience, yet.
If it's not just me, I wonder how this could slip away during the beta test.

Screenshot 1). The arty unit won't fire at the selected location:

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artybug1.jpg
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"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
GoodGuy
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RE: Anomalies: arty code + missing task pointer

Post by GoodGuy »

Different map, same behaviour, a mortar unit this time:

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artybug2.jpg
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"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
GoodGuy
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RE: Anomalies: arty code + missing task pointer

Post by GoodGuy »

Well, again....another mortar unit:

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artybug3.jpg
artybug3.jpg (162.83 KiB) Viewed 1500 times
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
GoodGuy
Posts: 1506
Joined: Wed May 17, 2006 5:36 pm
Location: Cologne, Germany

RE: Anomalies: arty code + missing task pointer

Post by GoodGuy »

Another issue....

2) The missing task pointer.

The screenshot displays that the map ("First clash..."?) has just been started (16 mins in-game time, if I'm correct), and that I just gave a move order to the Recon Bn HQ:

Image
Attachments
taskbug1.jpg
taskbug1.jpg (186.05 KiB) Viewed 1500 times
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
GoodGuy
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Joined: Wed May 17, 2006 5:36 pm
Location: Cologne, Germany

RE: Anomalies: arty code + missing task pointer

Post by GoodGuy »

2 mins later, the same formation (the Recon Bn), but its task pointer wouldn't show up here, although I selected the Bn HQ. There were only these grey lines showing how the order would be executed. This anomaly was there from the beginning, right after the map had been loaded/started.
Saving the game and reloading the savegame was the only method to get a working pointer again. Also, it was the only formation carrying that unwanted feature.....forces joining the frey later on didn't carry the bug.
I was digging through my tons of savegames, but I didn't manage to find this particular savegame, yet.

The sneaky pointer thingy happened to me once before, but I can't remember whether it was in HttR or in COTA, sorry.

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task-bug2.jpg
task-bug2.jpg (192.06 KiB) Viewed 1500 times
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
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Arjuna
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RE: Anomalies: arty code + missing task pointer

Post by Arjuna »

Goodguy,
 
I need a saved game displaying these anomolies, as they don't occur on my machine. Can you please save early and save often and forward me them if the above behavious recur.
Dave "Arjuna" O'Connor
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RE: Anomalies: arty code + missing task pointer

Post by GoodGuy »

Well, I'd have to send a ton of savegames, as it (the arty issue) virtually occurs on every major river, most woods, etc. etc.
It's been there since I bought + installed the game (download-version) and I'm about to quit playing COTA, as this kills all the fun.
It feels like non-motorized arty units do better on some of these spots, but the issue remains with all other bomb. units.
I'll try to repeat the pointer-issue.
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
Golf33
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RE: Anomalies: arty code + missing task pointer

Post by Golf33 »

Dave,

the Bombard/Fire task location is getting checked against the bombarding unit's move table. If the task location would be impassable to the bombarding unit, the task marker gets shifted to the nearest 'passable' location. Reproduce by starting the Tutorial I scenario as Allies, and issue a Bombard order to the Fd Regt targeted anywhere in the woods to the North. You will see the grey task marker appear outside the woods and the bombardment land on the task marker. The player's white order marker stays where it was placed however.

Effectively motorised units cannot be ordered to fire on enemy infantry located in woods or on steep slopes.

Regards
Steve
Steve Golf33 Long
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RE: Anomalies: arty code + missing task pointer

Post by Arjuna »

OK thanks Steve, I now understand. Will look into this soon.
 
TT3000 - AI - Arty - Ensure mot arty units can fire into woods
 
Hey hey we've just reached 3000 items in Task Tracker. [:)]
Dave "Arjuna" O'Connor
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RE: Anomalies: arty code + missing task pointer

Post by GoodGuy »

Just to make sure that the entire issue will be covered, as your TT-entry doesn't tell the whole story:

It's not just a problem with the woods..... several types of arty units can't fire at rivers, crossings AND woods (it's not just bound to motorized units or woods only).

I want all types of arty (MOTORIZED and NON-MOTORIZED !!) to be able to fire at these locations, unless u want them to be useless/unrealistic in many scenarios.
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
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iberian
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RE: Anomalies: arty code + missing task pointer

Post by iberian »

I'm happy to see that this problem is being take care of. It's certainly a show stopper. I was just replaying the Brigade Tactical Exercise, and my artillery will not fire into woods, were many of the enemy units are retreating...

This is a big, nasty, hairy bug.
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Arjuna
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RE: Anomalies: arty code + missing task pointer

Post by Arjuna »

Understood.
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RE: Anomalies: arty code + missing task pointer

Post by Golf33 »

Dave,

might also be worth checking to see if on-call arty units will fire into impassable areas if the AI calls it in.
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RE: Anomalies: arty code + missing task pointer

Post by Arjuna »

Roger that Steve.
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RE: Anomalies: arty code + missing task pointer

Post by Arjuna »

Fixed this one. [:)]

A late change prior to release obviated the normal code to exempt fire and bombard tasks from reachable loc checks.


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Dave "Arjuna" O'Connor
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GoodGuy
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RE: Anomalies: arty code + missing task pointer

Post by GoodGuy »

Any chance of getting a "hotfix" for this one, as it is extremely annoying? Arty is useless in many scenarios......and that really keeps me from playing the game.
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
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Arjuna
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RE: Anomalies: arty code + missing task pointer

Post by Arjuna »

As I said I have fixed it but it will have to wait till the rest of the patch is ready. I hope to put out a build for testing on Friday, with a view to releasing the patch the following Friday.
Dave "Arjuna" O'Connor
www.panthergames.com
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